X: Rebirth

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John Colman

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Krayne90

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  1. mrcoffee91
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    Hello again Mr. Colman. I seem to be following you around like a lost puppy dog, my apologies.
    Great job on another system which makes me feel like I'm back in X3TC again, it's greatly appreciated.
    Unfortunately previous problems with Treasure Chest and others have appeared in Odeon as well, stations with no management and inactive jumpgates.
    Have "fixed" station management issue with Simooms Lantern. I wanted to try my hand at fixing the inactive jumpgate issue and to be perfectly honest I'm more lost than when I started considering I have no xml coding knowledge, a seeming lack of or confusing info on the forums, etc. About all I've been able to come up with is simply duplicating what is found in extracted game and extension files, but of course it doesn't work, see below:
    <?xml version="1.0" encoding="utf-8"?><mdscript name="Setup_MGM" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">  <cues>     <cue name="Open_Jumpgates_Lib">      <conditions>        <event_cue_signalled/>      </conditions>      <actions>        <find_cluster name="$HomeOfLight" macro="macro.Cluster_M_macro" />        <find_cluster name="$Odeon" macro="OD_Cluster_macro"/>
            <find_object groupname="$Gates" class="class.gate" space="$HomeOfLight" destination="$Odeon"/>
            <do_all exact="$Gates.count" counter="$Counter">          <set_value name="$Gate" exact="$Gates.{$Counter}"/>          <do_if value="not $Gate.isactive and $Gate.exit.exists">            <debug_text text="player.module + ': Activating Jumpgate between ' + $Gate.cluster.knownname + ' and ' + $Gate.exit.cluster.knownname"/>            <set_object_active object="$Gate" activate="true"/>          </do_if>        </do_all>        <remove_value name="$HomeOfLight"/>        <remove_value name="$Odeon"/>      </actions>    </cue>   </cues></mdscript>
    Made my own folder called Z_My Gate Mod under XR extensions, made an md folder within it where I placed this code in a file called Setup_MGM.xml, and in the folder above md placed a modified content.xml. Game sees folder and displays content.xml info, but of course the activation code (just for jumppath between HoL and Odeon) doesn't work.
    As before, I can click on the jumpgate icon, select "fly to autopilot", and that gets me in and out of Odeon. Can also use Skunk's jumpdrive to jump into Odeon at beacon or jumpgate location, so with all that I assume the connections are recognized by the game, just that the jumpgates/jumppaths aren't activated?
    If you could provide help in opening these jumppaths it would be greatly appreciated, as would the correct coding or whatever else I'm missing. The idea of creating my own player sectors or bringing back classic sectors from X3 like Avarice is starting to have some appeal.
    Thank you again, and sorry to keep bugging you about these issues with my game.
    1. Krayne90
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      Mhmhhm, thats weird, i will take a look at it. Can you provide me more information about this?
      Which factions are lacking management personnel?
      Does this happen in all star systems i added or just in specific ones?
      As i mentioned, i am currently working on updating all the star systems i added, and i am close to being finished.
      But i would like to fix this issue in the coming update aswell, so i need more information about it, cause it doesnt happen to me.
    2. mrcoffee91
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      Honestly it was in all star systems you added, for me at least. Strange thing, Krychoke's Lost Sectors is, currently, the only other mod I have running now adding additional systems and none of those problems appeared, jumpgates worked fine, stations had management personnel making trade offers and missions. Not sure what else I can offer unfortunately, save game perhaps if needed but it's HUGE in size as is my debug log.
      A very minor side-note, I recently noticed assassination missions ("Stop the Snitch, Cartel Boss Vulnerable") offered by stations in new star systems only spawn various flavors of Titurel, Rahanas, Sul, sometimes Balor I think. Not a huge issue at all, have just gotten into habit of building fleets from captured ships using these missions. Why build or buy when you can board?
    3. Krayne90
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      Ok, that helps. I will look into Krychokes mod and try to identify the difference and solve the problem.
      I also build up fleets aswell mostly of captured ships in X3 and XR.
      By the way, if you have any wishes for further star systems, you can let me know and i will see what i can do. If you are otherwise interested in modding yourself, youre welcome. I appreciate more people improving the game and i can provide you with help if needed.
    4. mrcoffee91
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      Much appreciated sir, as always. As far as new systems, have already mentioned Avarice (where almost all of us built our first spaceweed/spacefuel complexes), the cluster of Argon sectors containing Legends Home, Aladna Hill, etc. were always favorites. Since Montalaar was part of that cluster, one of those might fit right in. We already have HoL (sort of). Others would be Argon Prime (duh), PTNI HQ, Grand Exchange, Interworlds, and pretty much any Unknown Sector, especially the one next to Legend's Home, where OTAS HQ was. Some of the pirate sectors were cool too like Moo Kyes Revenge, Loomanckstrats Legacy (IBL forge anyone?).
      [table][/table]
    5. Krayne90
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      Ah i see. Few problems with some of them. I intent to keep my systems as lore consistent as possible. Therefore i avoid using systems that exist in X4, because thats kind of a now separate network of systems. So Argon Prime, PTNI HQ and Grand Exchange wont be made. Legends Home would be great, but it would also need some ships and stations in the Otas style, which i cant make. Aladna Hill, Interworlds, Moo Kyes Revenge, Avarice and Loomanckstrats Legacy will be possible. Especially Loomanckstrats Legacy is easy, cause there is not much content to implement. Also uncharted systems are already planned by me. My long term goal would be (cant promise to reach it), to give every one of the 6 races in the game (Argon, Teladi, Split, Terran, Khaak, Xenon) there own set of core systems.
    6. mrcoffee91
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      Don't really know much about X4 other than my computer is below minimum specs to play it, so it's XR for the foreseeable future, so I'm patient. Spent lots of time in Xenon sectors blowing ships up for loot, so that would be cool seeing those old Xenon sectors ported to XR. OTAS Mistrals and Terran Baldrics were my trade ships of choice, good seeing the Baldric in Lost Sectors even tho it's been relegated to a baby freighter. Boreas was ugly as sin and seemed a totally ridiculous design, but it was probably my fav M2 to fly, next to ATF Tyr.
      I know XR devs wanted to update X franchise, but seems so ridiculous to ditch ALL X3 stations, ships, and tech. There are ships, buildings, homes, factories, airplanes still in use today that are decades old, which is why seeing these X3 ships and sectors in XR mods like you and Krychoke and sirfrancisdrake are putting out just makes sense to me.
      I look forward to whatever direction you intend to go with future mods.
    7. mrcoffee91
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      I know you said you were updating systems so maybe thought I would report this info from my debug log, which is recording multiple lines containing the following strings:
      1. "lookup 'ComponentXML'. Originated from: "extensions\odeon\libraries\region_definitions.(xml|xml.gz)"", over 8400 lines.
      2. "lookup 'ComponentXML'. Originated from: "extensions\pandoras nebula\libraries\region_definitions.(xml|xml.gz)"", over 33,000 lines.
      3. "lookup 'ComponentXML'. Originated from: "extensions\blue light\libraries\region_definitions.(xml|xml.gz)"", over 9800 lines.
      All of those lines are lookups of keynames such as seed, maxnoisvalue, debris, densityfactor, and more. My personal favorite is over 300,000 lines containing the string "lookup 'ComponentXML'. Originated from: """, which lists no originating file but are failed lookups of the same keynames.
      Don't know if any of this helps or not. I've got all your pre-requisites, but do NOT have your Improved Vanilla Clusters mod because was unsure how it would behave with a couple of mods I have to make a small sun in Devries and no fog in Devries/Glaring Truth. Seems like I'm missing something that your mods and/or vanilla game files are looking for maybe?
    8. Krayne90
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      Thanks for reporting, its good to know before i update it. The issue is, it just tells me where a problem is, but not what it is. The region_definitions are responsible for spawning asteroidfields, debris and gasnebulas, while seed, maxnoisvalue, debris and densityfactor are some properties regions have. Do the regions in the mentioned systems look and behave as normal? If so, then you can ignore those messages. The problem with the debuglog is some times, that it is very vague and unprecise, which drives me nuts when i am looking for a bug to solve and the only thing it tells me is, that there is bug, but not where and how. Its like a flashing red signal light indicating something is wrong, but not telling more about the roots of the problem.
      If you have all mods installed like i wrote, the problem does not originate from there. Improved Vanilla Clusters is not required, its just optional. Improved Vanilla Clusters would also not interfere with a mod that makes a small sun in Devries and no fog in Devries/Glaring Truth. But it requires the ency mod, which might interfere. Just try it out and you will know.
    9. mrcoffee91
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      I can only assume the regions are behaving as intended, because there are areas with lots of roids, ice, dust, some light fog I think, active miners (player and npc) in some regions, would have to say a big yes to expected behavior.
      Understand what you say about the debug log, thought it would be more helpful but seems too vague and I hate seeing a 100MB+ file implying my game is screwed anyway.
      Was thinking about a fresh reinstall of XR, after backing up save and extensions folders again. Steam says the game files are OK, but this game was restored from an old backup. Just a thought.
    10. Krayne90
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      From what i can say, there are issues seemingly only occuring for you. I dont have the issues you described and (except the problem with the gates) nobody else reported them. Which doesnt mean it does not happen to others aswell but i dont know so far. So therefore it might be a solution for deleting the whole game (except savegames and extensions) and making a fresh install. Stuff like this is complicated and if its from an old backup, there still can be old remnants of data that interfere with the gameplay.
    11. mrcoffee91
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      Completely forgot about the restore, which was really a copy/paste from an old manual backup. Will try that this weekend, takes hours to download. Also going to spin up X3TC again, since all this talk about it has make me nostalgic to play it again, but need to make some changes to steam to move it out of default directory.
      Also fwiw, finally enabled sirfrancisdrakes Herschel's Gift system and its jumpgate and stations worked as expected, so I don't know what else to offer atm.
    12. Krayne90
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      I will look his mod through aswell and try to make some sense out of this. Btw, i can really recommend X3 Farnhams Legacy. I played right after release and got sometimes very addicted to it.
    13. mrcoffee91
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      I was eyeballing that one too, thanks for the recommendation. Love it how the community just won't let X3 go quietly into the sunset. Have you played X4 yet?
    14. Krayne90
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      Yes i did. I bought it in 2019 and since then tried playing it several times. My opinion on X4 is, i dont like the game. I hoped it will be the game X Rebirth should have been, but im very dissappointed its not, not even close. Every X game i played so far catches me relativly soon after starting to play. But not X4. For me the game is pretty boring, uncreative and often times ugly aswell. It has some improvements over XR and X3 but overall its more of a backward step. The thing is, its technically more advanced than its predecessors but contains a lot of misstakes in creative regards. Many sectors (but not all) look ugly or at best acceptable. I took screenshots from X4 and X3 with comparable scenerys and in the majority of cases, even X3 looks much better. And XR even more. Most ships look stupid and ugly and the spacestations are very much a downgrade from the ones in XR. FrancisDrake once wrote, the paranid ships just look like sextoys, and i agree with him. The stations mostly use the same modules, but many surface details have been removed and the preset npc stations are very small, more like outposts rather than actual factories. Battles are also not nearly as good as in XR and the AI seems to make a lot of problems too. Compared to X Rebirth it definitly has a way bigger gameworld and a lot more content, but its focus is more on quantity than quality. There is much empty space with nothing happening, while X Rebirth is much more alive and challenging. I though need to say, the game got better with every time i tried it, but for me is still far behind other X titles. I didnt bought the DLCs yet, because they only add more mostly mediocre content. I dont know if i will playing this game at some point in the future, i depends on how X4 continues to improve and how future mods will be. Before i started making mods for XR i thought about modding for X4. But i decided for the mostly dead game, because the content that exists in it is good quality and you can do a lot stuff with it. On the other hand many star systems / sectors added by modders for X4 look and feel inferior to mine. Not because i am such talented, i believe there are talented people working on X4 mods, but the game doesnt offer a lot good content to work with.
    15. Demoness4
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      About over 1 million error messages ... look in bug reports, as I have pointed to most of problems and one can easily fix em.

      But me personally have hit another problem, not specifically related to these mod ... its savegame size (probably). These errors spawn when opening ESC menu (if any savegame is present).  As far as I understand, game tries to quickly assess a savegame, but as first sections of a save are much bigger now, it  just doesnt reach the end of a section it wants to assess.

      [General] 88.26 ======================================
      [=ERROR=] 88.26 LIBXML2: personal:///save%2Fquicksave?ext=xml.gz%20xml&maxsize=0x1000 line 63, error 41: Specification mandate value for attribute r
      r
      [General] 88.26 ======================================
      [General] 88.26 ======================================
      [=ERROR=] 88.26 LIBXML2: personal:///save%2Fquicksave?ext=xml.gz%20xml&maxsize=0x1000 line 63, error 65: attributes construct error
      [General] 88.26 ======================================
      [General] 88.26 ======================================
      [=ERROR=] 88.26 LIBXML2: personal:///save%2Fquicksave?ext=xml.gz%20xml&maxsize=0x1000 line 63, error 73: Couldn't find end of Start Tag relation
      relation

      I run like 15 mods with new locations and removing any 3-4 of them remove these errors, Wonder if anyone else faced this and if it is cruicial. So far I saw no problems except long saving and loading.